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#1 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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I want to rework incantation magic so that it fits a more Conan-esque game, where fireballs are not in style. So...
1. Remove indirect damage. This is a big one - it means that spells will work more like curses. The only exception to this would be something like Create Fire, which makes flames spring up in an area. Those spells would still take the normal range penalties + the cost for area. They are not cast like fireballs - they still work like normal spells. 2. Introduce paths for Animals and Plants. Since there are no druids to be niche-protected, there is a need for these paths. 3. Likewise with Healing. Priests will use another system entirely for magic - Divine Favor - which hopefully is somewhat balanced against this. 4. Remove the 15 points Unusual Background required, but in exchange for this spells also add to Threshold. They add 1 per -1 modification on casting, so small spells are not dangerous to cast. But I want magic to feel dangerous to use. 5. Demonology and Necromancy is even worse to use. They do not add threshold - instead they use the Spirit Assisted Magic from Thaumatology. Such spells - even if cast for good purposes - rely on evil spirits to work and carries a commensurate price. You need a contract with an evil spirit to work this kind of magic. On the other hand, they are IQ/Easy to learn... I think that should do the trick. What does the hive mind think? What kind of threshold and energy recovery do you recommend?
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#2 | ||
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Join Date: Aug 2018
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Quote:
If cast in the air it creates a sphere "which falls". So you couldn't for example have it hover in the middle of a chasm burning people who would jump through it, it would just fall into the gap... But the interesting thing about that is you potentially could attack from long range without incurring range penalties by just letting gravity do the work. But then I'm not sure what speed it would fall at. Fire doesn't exactly have much mass so I imagine the air would resist the descent much like it would a feather (little momentum energy) so it could take a long while to drift down to the ground, giving people lots of time to move aside? Quote:
In terms of 'also add' do you mean similar to one of the T80 options? Like the 'trading' option where there's a 4 FP per Tally sub fee, or the 'some' where there's just a token 1 FP paid (kinda similar to Very Low Mana) It sounds like you could mean something different like charging full FP cost AND full Tally cost? That sounds pretty cool. |
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#3 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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It's on pg 5.
Not quite. Vanilla Incantation Magic gives a -1 penalty to skill for every 10 points the spell costs. I do that and add one to tally for each -1. So a spell costing 55 spell points is -5 to cast and adds 5 points to Threshold.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#4 | |||||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Some comments as the author.
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I cover this in Pyramid #3/66: The Laws of Magic
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#5 | |||
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
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__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#6 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Maybe align it with what could be done via first aid and then have it be multiplied by Magery+1. So if you had Magery 4 and it were TL3, then the caster could heal 1d-2 (1d-3 x 5 = 5d-15 or 1d-2). That actually seems a bit too harsh. Perhaps two or three times that.
in DF Magery 0 has too much baggage so it had to go. I didn't feel like dealing with Connection issues for the spells so we included both as a UB. Magery 0 to allow casting the first place, and Adept (Connection) to ignore the non-adept rules for casting without connection to your target. In most cases, I've covered a lot of stuff for RPM in that issue. I scoured Thaumatology and used most variants found in that book that I felt were compatible with RPM.
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#7 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
Meditate upon this I shall.
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#8 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I'd personally do 30/10 or so. That's enough for a big enough spell in most instances.
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#9 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
The reason I got rid of the UB is that I added Threshold in addition to skill penalties. The added burden of Threshold Magic was worth 15 points in my mind - what do you think?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#10 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
It's more a feature than anything else.
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| Tags |
| incantation magic, sword and sandals |
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